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- uniform sampler2D tex;
- uniform int divider;
- uniform float width;
- uniform float height;
- uniform int downsampling_mode;
- #define CORRECTION 2.25
- #define SIZE_ADDITION 3
- vec4 get_texture_at_position(vec2 position) {
- vec2 raw_position = position + vec2(CORRECTION, CORRECTION);
- vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
- return texture2D(tex, raw_uv);
- }
- vec2 get_corrected_position() {
- vec2 raw_uv = cogl_tex_coord0_in.st;
- vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
- return raw_position - vec2(CORRECTION, CORRECTION);
- }
- void main() {
- ivec2 corrected_position = ivec2(get_corrected_position());
- vec2 multiplied_position = corrected_position * divider;
- if (any(greaterThan(multiplied_position, vec2(width, height)))) {
- discard;
- }
- // mode 0: boxcar downsampling
- if (downsampling_mode == 0) {
- vec4 color = vec4(0.);
- int count = 0;
- for (int i = 0; i < divider; i++) {
- for (int j = 0; j < divider; j++) {
- vec2 lookup_position = multiplied_position + vec2(i, j);
- if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
- all(lessThan(lookup_position, vec2(width, height)))) {
- color += get_texture_at_position(lookup_position);
- count += 1;
- }
- }
- }
- cogl_color_out = color / count;
- } else
- // mode 1: triangular downsampling
- if (downsampling_mode == 1) {
- vec4 color = vec4(0.);
- int count = 0;
- int force = 1;
- for (int i = 0; i < divider; i++) {
- for (int j = 0; j < divider; j++) {
- vec2 lookup_position = multiplied_position + vec2(i, j);
- if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
- all(lessThan(lookup_position, vec2(width, height)))) {
- force = 1 + divider - int(abs(divider - i - j));
- color += get_texture_at_position(lookup_position) * force;
- count += force;
- }
- }
- }
- cogl_color_out = color / count;
- } else
- // mode 2: Dirac downsampling
- if (downsampling_mode == 2) {
- vec2 lookup_position = min(multiplied_position + vec2(divider, divider) / 2, vec2(width - 1, height - 1));
- cogl_color_out = get_texture_at_position(lookup_position);
- }
- }
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